- Wounds
- Wound Threshold (WT) = CON Mod + 1HD (i.e. HD of d4 = CON Mod + 4)
- For each multiple of wound threshold (WM) received in a single strike (i.e. with a WT of 5, 7 HP of damage results in two Wound Points (WP)) you must make a Fort Save, DC 14 + WP, or take a wound on a part of your body determined by a % roll as follows:
- 1-9: Head
- 10-55: Chest
- 56-85: Legs
- 86-99: Arms
- 100 (0/00) negates
- All natural healing occurs at ½ WT
- Wound Effects
- Head: 1 INT/WIS damage per WP
- Torso: 1 STR/CON damage per WP
- Arms: 1 STR/DEX damage per WP
- Legs: -5' movement, 1 STR/DEX damage per WP
- Arm/Leg wound STR/DEX damage is ignored in the case of exclusive use of uninjured limb.
- Compound WM effects
- 2nd WM: -2 to all d20 rolls until WP is reduced below 2nd WM; stacks with WP penalties.
- 3rd WM: Above, plus staggered or dazed in the case of a head wound for total WP rounds, or until WP is reduced below 3rd WM.
- 4th WM:
- Head/Chest wound: Fort save DC 16+(WP above 4th WM) vs. death. Save = unconscious for total WP rounds
- Arm/Leg wound: Lose use of limb, plus Fort save, same DC as Head/Chest wound, vs. unconsciousness for WP above 4th WM rounds. Use of limb and consciousness would be restored once the wound is healed below 4th WM.
- Increase standard Save DC’s vs. Death for negative HP totals by WP above 4th WM
- Healing
- Any and all magical healing applies to WP before HP
- Natural healing occurs simultaneously for WP and HP at ½ WT
- All successful heal checks add healer’s Int Mod to HP or WP recovery (min 1).
- Wound healing checks must be made separate from normal healing checks. Wound healing DC is 15 + WP.
- Increase WP by 1 per multiple of 5 the check is failed by
- Fort Save DC 12 + WP must be made daily vs. 1 WP Temp Mod permanence (“Scarring”) until 0 WP’s remain. WP’s heal regardless of the result.
- Scars can only be removed with Minor Restoration (2nd level cleric spell) or similar spell or effect.
- Feats
- What Doesn't Kill You
- Increase WT by .5 with every wound received. The increase takes effect when resting after receiving a wound.
- Toughness
- Increases WT by .5 for the first three levels after taking the feat, .5 every third level thereafter.
- Surgeon
- +4 to wound healing checks to a selected wound area: Arms/Legs, Head or Torso. This feat cannot be taken more than once per area.
- Prerequisites: Receive surgical training or successfully heal 2 wounds in the chosen area for first feat, 1 wound per area thereafter; Int 13
- Item
- Surgeon's Kit
- +2 to heal any wound, regardless if healer is a surgeon of the wounded area. The bonus stacks with that of the surgeon feat. However, use of this kit by non-surgeons results in a -4 penalty to wound healing checks, and increases damage caused by failure 50% (min. 1 WP). Any successful wound healing check made with the kit grants the patient +2 to WP recovery, and +2 to saves vs scarring.
- Races
- Gomme
- Characteristics
- Type: Fey
- STR -6; DEX +4; WIS +2
- Size: T
- +2 AC/Attack; -2 CMB/CMD; +8 Stealth; 0’ reach; co-occupies squares to attack (provokes AoO’s); No AoO’s; cannot Flank
- Speed: 20
- Senses
- Low-Light Vision
- Languages
- Gomme, Common
- Bonus Language Options: Foulden, Elven, Fey, Celestial, Gnome, Goblin, Orc
- Defensive racial traits
- Eternal Hope: +2 vs. Fear/Despair; 1/day, re-roll a natural 1 on a d20 roll.
- Lifebound: +2 vs. death effects, negative energy effects; +2 to -HP stabilization, negative level recovery
- Feats and Skills
- Master Tinker: +1 Disable Device and Knowledge (Engineering); Proficient with any self-crafted weapons
- Skill Training: Craft and Appraise are always class skills
- Magical Abilities
- Spirit Touched: At character creation, choose either the first domain power or first level bonus spell from any Cleric domain except Chaos, Darkness, Death, Destruction, Evil, Madness, Scalykind, Trickery, and Void. This power or spell can be used 1+WIS Mod times per day.
- Offensive Abilities
- Hatred: +1 attack vs. Goblins and Orcs
- Hero Points
- Begin with 3
- Regain 1 upon reaching the next level, up to 3 total
- Spend 1/Day
- Regain 1 HD/3 levels + CON Mod Hit Points
- Make a Save
- Use a feat you don’t have
- All prerequisites must be met except Attribute requirements, and negative effects will likely occur if they are not.
- Take 20 on a skill or attribute check normally prohibited from taking 20
- Ignore a condition for 1 round
- Make a Fortitude save to reduce a wound’s WM effects by 1 for a number of rounds equal to your CON Mod (min 1). 1st WM wound effects are negated. WP not affected. Must be used prior to your next action after receiving wound.